当前位置: 首页>>代码示例>>C#>>正文


C# MonsterObject.Attacked方法代码示例

本文整理汇总了C#中Server.MirObjects.MonsterObject.Attacked方法的典型用法代码示例。如果您正苦于以下问题:C# MonsterObject.Attacked方法的具体用法?C# MonsterObject.Attacked怎么用?C# MonsterObject.Attacked使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Server.MirObjects.MonsterObject的用法示例。


在下文中一共展示了MonsterObject.Attacked方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: MeleeAttack

        public void MeleeAttack(MonsterObject _target)
        {
            if (_target == null) return;
            if (!uniqueAI.IgnorePets)
                MeleeAttackDamage += DamageToPets;
            else
                return;
            Direction = Functions.DirectionFromPoint(CurrentLocation, _target.CurrentLocation);
            Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation });
            if (MeleeAttackDamage == 0) return;

            if (uniqueAI != null && uniqueAI.MeleeAttackEffect > 0)
            {
                switch (uniqueAI.MeleeAttackEffect)
                {
                    case 1: // Effect 1
                        Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.Entrapment });
                        break;
                    case 2: // Effect 2
                        Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit });
                        break;
                    default:
                        break;
                }
            }

            _target.Attacked(this, MeleeAttackDamage, DefenceType.ACAgility);
            if (_target.Dead)
                FindTarget();
            MeleeAttackDamage = uniqueAI.MeleeAttackDamage;
        }
开发者ID:Pete107,项目名称:Mir2,代码行数:31,代码来源:MonsterAI.cs

示例2: MassAttack

 public void MassAttack(MonsterObject _target)
 {
     if (_target == null) return;
     switch (uniqueAI.MassAttackEffect)
     {
         case 2:
             Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit });
             break;
         default:
             break;
     }
     _target.Attacked(this, MassAttackDamage, DefenceType.None);
 }
开发者ID:Pete107,项目名称:Mir2,代码行数:13,代码来源:MonsterAI.cs

示例3: Attacked

        public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
        {
            int armour = 0;
            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0;
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            if (Envir.Random.Next(100) < Reflect)
            {
                attacker.Attacked(this, damage, type, false);
                CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect },CurrentLocation);
                return 0;
            }

            if (MagicShield)
                damage -= damage * (MagicShieldLv + 2) / 10;

            if (armour >= damage) return 0;

            MagicShieldTime -= (damage - armour) * 60;

            LastHitter = attacker.Master ?? attacker;
            LastHitTime = Envir.Time + 10000;
            RegenTime = Envir.Time + RegenDelay;

            DamageDura();
            ActiveBlizzard = false;

            Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
            //
            ChangeHP(armour - damage);
            return damage - armour;
        }
开发者ID:ufaith,项目名称:cmirosg,代码行数:53,代码来源:PlayerObject.cs

示例4: Attacked

        public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
        {
            int armour = 0;

            if (Hidden)
            {
                for (int i = 0; i < Buffs.Count; i++)
                {
                    switch (Buffs[i].Type)
                    {
                        //case BuffType.Hiding:
                        case BuffType.MoonLight:
                        case BuffType.DarkBody:
                            Buffs[i].ExpireTime = 0;
                            break;
                        case BuffType.EnergyShield:
                            int rate = Buffs[i].Values[0];

                            if (Envir.Random.Next(rate < 2 ? 2 : rate) == 0)
                            {
                                if (HP + ((ushort)Buffs[i].Values[1]) >= MaxHP)
                                    SetHP(MaxHP);
                                else
                                    ChangeHP(Buffs[i].Values[1]);
                            }
                            break;
                    }
                }
            }

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    break;
            }

            if (Envir.Random.Next(100) < Reflect)
            {
                attacker.Attacked(this, damage, type, false);
                CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation);
                return 0;
            }

            armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
            damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));

            if (MagicShield)
                damage -= damage * (MagicShieldLv + 2) / 10;

            if (ElementalBarrier)
                damage -= damage * (ElementalBarrierLv + 1) / 10;

            if (armour >= damage)
            {
                BroadcastDamageIndicator(DamageType.Miss);
                return 0;
            }

            if (MagicShield)
            {
                MagicShieldTime -= (damage - armour) * 60;
                AddBuff(new Buff { Type = BuffType.MagicShield, Caster = this, ExpireTime = MagicShieldTime });
            }

//.........这里部分代码省略.........
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:101,代码来源:PlayerObject.cs

示例5: Attacked

        public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
        {
            int armour = 0;

            if (Hidden)
            {
                for (int i = 0; i < Buffs.Count; i++)
                {
                    switch (Buffs[i].Type)
                    {
                        //case BuffType.Hiding:
                        case BuffType.MoonLight:
                        case BuffType.DarkBody:
                            Buffs[i].ExpireTime = 0;
                            break;
                    }
                }
            }

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0;
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            if (Envir.Random.Next(100) < Reflect)
            {
                attacker.Attacked(this, damage, type, false);
                CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation);
                return 0;
            }

            armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
            damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));

            if (MagicShield)
                damage -= damage * (MagicShieldLv + 2) / 10;

            if (ElementalBarrier)
                damage -= damage * (ElementalBarrierLv +1 ) / 10;

            if (EnergyShield)
            {
                int shieldDamage = damage * (EnergyShieldLv + 1) / 10;
                damage -= shieldDamage;

                if (attacker.IsAttackTarget(this))
                {
                    attacker.Attacked(this, shieldDamage, type, false);
                }
            }

            if (armour >= damage) return 0;

            MagicShieldTime -= (damage - armour) * 60;

            ElementalBarrierTime -= (damage - armour) * 60;

            EnergyShieldTime -= (damage - armour) * 60;

            LastHitter = attacker.Master ?? attacker;
            LastHitTime = Envir.Time + 10000;
            RegenTime = Envir.Time + RegenDelay;
            LogTime = Envir.Time + Globals.LogDelay;

            DamageDura();
            ActiveBlizzard = false;
            ActiveReincarnation = false;

            CounterAttackCast(GetMagic(Spell.CounterAttack), LastHitter);

            Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
            //
            ChangeHP(armour - damage);
            return damage - armour;
        }
开发者ID:Fenarir,项目名称:mir2,代码行数:94,代码来源:PlayerObject.cs


注:本文中的Server.MirObjects.MonsterObject.Attacked方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。